Machinima Production tools: A vernacular history of a creative medium

Shad Gross, Tyler Pace, Jeffrey Bardzell, Shaowen Bardzell

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    Abstract

    In recent years, HCI has shown a rising interest in the creative practices associated with massive online communities, including crafters, hackers, DIY, and other expert amateurs. One strategy for researching creativity at this scale is through an analysis of a community's outputs, including its creative works, custom created tools, and emergent practices. In this paper, we offer one such case study, a historical account of World of Warcraft (WoW) machinima (i.e., videos produced inside of video games), which shows how the aesthetic needs and requirements of video making community coevolved with the community-made creativity support tools in use at the time. We view this process as inhabiting different layers and practices of appropriation, and through an analysis of them, we trace the ways that support for emerging stylistic conventions become built into creativity support tools over time.

    Original languageEnglish (US)
    Title of host publicationCHI 2013
    Subtitle of host publicationChanging Perspectives, Conference Proceedings - The 31st Annual CHI Conference on Human Factors in Computing Systems
    Pages971-980
    Number of pages10
    DOIs
    StatePublished - 2013
    Event31st Annual CHI Conference on Human Factors in Computing Systems: Changing Perspectives, CHI 2013 - Paris, France
    Duration: Apr 27 2013May 2 2013

    Publication series

    NameConference on Human Factors in Computing Systems - Proceedings

    Other

    Other31st Annual CHI Conference on Human Factors in Computing Systems: Changing Perspectives, CHI 2013
    Country/TerritoryFrance
    CityParis
    Period4/27/135/2/13

    All Science Journal Classification (ASJC) codes

    • Software
    • Human-Computer Interaction
    • Computer Graphics and Computer-Aided Design

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